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Old 10-18-2009, 03:15 AM   #1
ThePerfectCore
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Default Have you ever wondered what's behind those huge doors in Panalesh?
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Wonder no longer.

http://www.youtube.com/watch?v=oNYmb8Isgqg
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Old 10-18-2009, 06:23 AM   #2
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Lovely, would have loved to see a real UT-movie, but not even the story was created by them.


But it's somehow nice to compare: http://www.youtube.com/watch?v=GnE64DbnUzY

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Old 10-18-2009, 09:51 AM   #3
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most excellent Core. Again.
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Old 10-18-2009, 10:13 AM   #4
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You are really great with this!! The second fantastic video in a month. Great job, TPC!!
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Old 10-18-2009, 10:27 AM   #5
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Nicely done!

Better than some real movie trailers I have seen lately...
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Old 10-18-2009, 11:07 AM   #6
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TPC your videos are some of the best ever seen. Keep em comin
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Old 10-18-2009, 11:36 AM   #7
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Have to say, very nicely done again Core. You have a true talent.
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Old 10-18-2009, 11:59 AM   #8
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You've got to be freakin kidding me- that .... was ..... awesome...
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Old 10-18-2009, 12:56 PM   #9
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That was awesome! You should make a real movie on UT, then I would microwave a batch of popcorn for omni
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Old 10-18-2009, 02:22 PM   #10
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Quote:
Originally Posted by Anonymous[Lolz] View Post
That was awesome! You should make a real movie on UT, then I would microwave a batch of popcorn for omni
, probably not going to happen, and here's why: Unreal AI scripting is about as enjoyable as a night in Guantanamo. Most of the shots in this video are less than 5 seconds long, given the nature of the original trailer, but recreating took me anywhere from 15 minutes to several hours in some cases. The tentacle unfolding scene took me 10 hours to do - not because it was overly complicated, but because so many monsters on the screen caused a number of problems, among other things:

-Sometimes the AI scripts simply wouldn't fire
-Sometimes the game would crash (this actually happened about every other run)
-Sometimes the tentacle animation would play too fast, skipping frames (what the FUCK)
-Sometimes the tentacle animation wouldn't play at all
-AI scripts would ignore their "waitforevent" condition and fire randomly

That scene by itself almost made me toss the computer through a plate glass window. Something about the size of Panalesh and the number of pawns made the game freak out and become too unpredictable.

Also, there's no way to make a bot shoot things. "ShootTarget" simply does not work. "ShootWeapon" only works with projectile weapons. The weapon projectiles in the video were created with scripted triggers.

I could go on, but suffice it to say, I think I'm done with Unreal videos that involve a lot of scripting.
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Old 10-18-2009, 03:35 PM   #11
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Wow, another awesome vid - I loved seeing that Goliath flying through the air
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Old 10-19-2009, 01:04 PM   #12
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Quote:
Originally Posted by ThePerfectCore View Post
"ShootTarget" simply does not work. "ShootWeapon" only works with projectile weapons. The weapon projectiles in the video were created with scripted triggers.
I translate from a German mapper-forum, they got it to work with ShootTarget:

Quote:
Originally Posted by Damarius
I want to make a xPawn that moves to a point and then fires his weapon on a certain actor.

I already set up everything in the UnrealScriptedSequence, but the bot only walks to the target and does nothing. The attached pictures should explain it. The two pathnodes have the tags "Start" and "Ziel" [means "Goal"]

Quote:
Originally Posted by DerDimö
Forget about the FireWeapon and take a ShootTarget, then that works
Quote:
Originally Posted by Damarius
How exactly do I have to set up the "ShootTarget" to make it work? The "FiringMode"-field is confusing me, because it can't be changed.
Quote:
Originally Posted by DerDimö
http://udn.epicgames.com/Two/Scripte...ml#ShootTarget
But actually it should always take the first firemode in case of a wrong input.
Quote:
Originally Posted by Damarius
I'm sorry, but something is still wrong. I set up all like on the picture below, but the bot executes only actions before WaitForEvent, but when I trigger the event, then it still doesn't shoot.
Quote:
Originally Posted by DerDimö
Then something must went wrong, because the rough structure is alright.
Try:
- to replace the WaitForEvent with WaitForTimer.
- to add an additional DisplayMessage to make sure that it has been activeted.
- a GotoAction at the end.
- to make sure that the bot has a weapon actually.
Here is mine, the shooting works with that, but somehow I am not clever enough to enter the firemode correctly.

Code:
Begin Map
Begin Actor Class=UnrealScriptedSequence Name=UnrealScriptedSequence0
    Begin Object Class=Action_WAITFOREVENT Name=Action_WAITFOREVENT0
        ExternalEvent="AISkript"
    End Object
    Actions(0)=Action_WAITFOREVENT'myLevel.Action_WAITFOREVENT0'

    Begin Object Class=Action_RUN Name=Action_RUN0
    End Object
    Actions(1)=Action_RUN'myLevel.Action_RUN0'

    Begin Object Class=Action_MOVETOPOINT Name=Action_MOVETOPOINT2
        DestinationTag="1"
    End Object
    Actions(2)=Action_MOVETOPOINT'myLevel.Action_MOVETOPOINT2'

    Begin Object Class=Action_MOVETOPOINT Name=Action_MOVETOPOINT3
        DestinationTag="2"
    End Object
    Actions(3)=Action_MOVETOPOINT'myLevel.Action_MOVETOPOINT3'

    Begin Object Class=Action_MOVETOPOINT Name=Action_MOVETOPOINT1
        DestinationTag="3"
    End Object
    Actions(4)=Action_MOVETOPOINT'myLevel.Action_MOVETOPOINT1'

    Begin Object Class=Action_SETVIEWTARGET Name=Action_SETVIEWTARGET0
        ViewTargetTag="HierHer"
    End Object
    Actions(5)=Action_SETVIEWTARGET'myLevel.Action_SETVIEWTARGET0'

    Begin Object Class=Action_WAITFORANIMEND Name=Action_WAITFORANIMEND0
    End Object
    Actions(6)=Action_WAITFORANIMEND'myLevel.Action_WAITFORANIMEND0'

    Begin Object Class=Action_DISPLAYMESSAGE Name=Action_DISPLAYMESSAGE0
        Message="commencing fire 1"
        bBroadcast=True
    End Object
    Actions(7)=Action_DISPLAYMESSAGE'myLevel.Action_DISPLAYMESSAGE0'

    Begin Object Class=ACTION_ShootTarget Name=ACTION_ShootTarget0
        NumShots=10
        FiringMode="FireModeClass"
        bSpray=True
    End Object
    Actions(8)=ACTION_ShootTarget'myLevel.ACTION_ShootTarget0'

    Begin Object Class=Action_WAITFORTIMER Name=Action_WAITFORTIMER3
        PauseTime=5.000000
    End Object
    Actions(9)=Action_WAITFORTIMER'myLevel.Action_WAITFORTIMER3'

    Begin Object Class=Action_DISPLAYMESSAGE Name=Action_DISPLAYMESSAGE1
        Message="commencing fire 2"
        bBroadcast=True
    End Object
    Actions(10)=Action_DISPLAYMESSAGE'myLevel.Action_DISPLAYMESSAGE1'

    Begin Object Class=ACTION_ShootTarget Name=ACTION_ShootTarget1
        NumShots=10
        FiringMode="FireModeClass"
        bSpray=True
    End Object
    Actions(11)=ACTION_ShootTarget'myLevel.ACTION_ShootTarget1'

    Begin Object Class=Action_WAITFORTIMER Name=Action_WAITFORTIMER1
        PauseTime=1.000000
    End Object
    Actions(12)=Action_WAITFORTIMER'myLevel.Action_WAITFORTIMER1'

    Begin Object Class=Action_DISPLAYMESSAGE Name=Action_DISPLAYMESSAGE2
        Message="commencing fire 3"
        bBroadcast=True
    End Object
    Actions(13)=Action_DISPLAYMESSAGE'myLevel.Action_DISPLAYMESSAGE2'

    Begin Object Class=ACTION_ShootTarget Name=ACTION_ShootTarget2
        NumShots=15
        FiringMode="FireModeClass"
        bSpray=True
    End Object
    Actions(14)=ACTION_ShootTarget'myLevel.ACTION_ShootTarget2'

    Begin Object Class=Action_WAITFORTIMER Name=Action_WAITFORTIMER0
        PauseTime=1.000000
    End Object
    Actions(15)=Action_WAITFORTIMER'myLevel.Action_WAITFORTIMER0'

    Begin Object Class=Action_GOTOACTION Name=Action_GOTOACTION0
    End Object
    Actions(16)=Action_GOTOACTION'myLevel.Action_GOTOACTION0'

    ControllerClass=Class'Gameplay.ScriptedController'
    myMarker=AIMarker'myLevel.AIMarker5'
    bLightChanged=True
    Level=LevelInfo'myLevel.LevelInfo0'
    Region=(Zone=LevelInfo'myLevel.LevelInfo0',ZoneNumber=1)
    Tag="AISkript"
    PhysicsVolume=DefaultPhysicsVolume'myLevel.DefaultPhysicsVolume6'
    Location=(X=-314.099976,Z=-32.000000)
    bSelected=True
End Actor
Begin Surface
End Surface
End Map
Just shoots 3 times.
Quote:
Originally Posted by Damarius
I thank you, the bot finally shoots! I changed the things you suggested.
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Old 10-20-2009, 08:44 PM   #13
ThePerfectCore
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I saw some similar guides, I even copy/pasted a script from the ONS "tutorial" map (remember that thing?). In the end I used scripted triggers because they just worked.

And, to get bots to shoot while running I'd probably need to whip up something in UScript. In this case I ended up not having enough time to do that. I finished the video and posted in on Youtube about an hour before the Sony Vegas 30-day trial ran out.

Not to spam... after using NLE programs like Adobe Audition for years, Sony Vegas just made sense. When I get some income again I'll be buying the full version. Premiere, I'm leaving you.

My next project will be done in Crysis at full 1080p. 8000 barrel video, I'm comin' for you.
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Old 10-22-2009, 03:05 PM   #14
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Incredible video! Nice job!
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Old 10-29-2009, 08:35 PM   #15
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Quote:
Originally Posted by analog View Post
I loved seeing that Goliath flying through the air
Awesome video!
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Old 11-23-2009, 04:47 PM   #16
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G1

Quote:
Originally Posted by ThePerfectCore View Post
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Old 10-07-2016, 05:35 PM   #17
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*mega bump*

This video is so awesome. I was browsing old threads and had to bump it.
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Old 10-07-2016, 08:35 PM   #18
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Ha!

Wait is that an official ad or is that his creation?

Also still waiting on an ONS map that has a few unbiased monsters roaming
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Old 10-07-2016, 10:01 PM   #19
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That was cool. Too bad he's only had 1000 views in so many years. That's a real work of art and I see so much other trash on Youtube that took minutes to produce.

Still love TPC's video loaded up with barrels on Dria.
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Old 10-08-2016, 01:57 AM   #20
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Love it!
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